Social games as partial platforms for identity co-creation

While social games such as Zynga’s FarmVille are often positioned as poor gaming experiences or as disguised financial and data extraction processes (Bogost, 2010; Rossi, 2009), this paper considers social games instead as part of a wider regime of social interaction and creative identity work. Soci...

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Main Author: Willson, Michele
Format: Journal Article
Published: University of Queensland, School of Journalism and Communication 2015
Online Access:http://search.informit.com.au/fullText;dn=996035294747285;res=IELLCC
http://hdl.handle.net/20.500.11937/25669
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author Willson, Michele
author_facet Willson, Michele
author_sort Willson, Michele
building Curtin Institutional Repository
collection Online Access
description While social games such as Zynga’s FarmVille are often positioned as poor gaming experiences or as disguised financial and data extraction processes (Bogost, 2010; Rossi, 2009), this paper considers social games instead as part of a wider regime of social interaction and creative identity work. Social games, by definition, are located within extensive online social networks. Gameplay is thus situated within a number of overlapping contexts: the game, the broader social network, the material conditions of access, including different devices (mobile or desktop) and different locations. Moreover, given widely discussed differences between social game players and console and PC-based game players (Wohn, 2011: 199), and game play mechanics, these broader contexts further a reading of social gameplay as part of the diverse milieu of everyday life. This paper argues social games are spaces of creative expression, social dynamics and identity co-creation that cannot be understood without their broader contexts.
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spelling curtin-20.500.11937-256692017-02-27T14:43:14Z Social games as partial platforms for identity co-creation Willson, Michele While social games such as Zynga’s FarmVille are often positioned as poor gaming experiences or as disguised financial and data extraction processes (Bogost, 2010; Rossi, 2009), this paper considers social games instead as part of a wider regime of social interaction and creative identity work. Social games, by definition, are located within extensive online social networks. Gameplay is thus situated within a number of overlapping contexts: the game, the broader social network, the material conditions of access, including different devices (mobile or desktop) and different locations. Moreover, given widely discussed differences between social game players and console and PC-based game players (Wohn, 2011: 199), and game play mechanics, these broader contexts further a reading of social gameplay as part of the diverse milieu of everyday life. This paper argues social games are spaces of creative expression, social dynamics and identity co-creation that cannot be understood without their broader contexts. 2015 Journal Article http://hdl.handle.net/20.500.11937/25669 http://search.informit.com.au/fullText;dn=996035294747285;res=IELLCC University of Queensland, School of Journalism and Communication restricted
spellingShingle Willson, Michele
Social games as partial platforms for identity co-creation
title Social games as partial platforms for identity co-creation
title_full Social games as partial platforms for identity co-creation
title_fullStr Social games as partial platforms for identity co-creation
title_full_unstemmed Social games as partial platforms for identity co-creation
title_short Social games as partial platforms for identity co-creation
title_sort social games as partial platforms for identity co-creation
url http://search.informit.com.au/fullText;dn=996035294747285;res=IELLCC
http://hdl.handle.net/20.500.11937/25669